diff --git a/spine-unity/Assets/spine-unity/SkeletonExtensions.cs b/spine-unity/Assets/spine-unity/SkeletonExtensions.cs index d1a33f646..0c4d00346 100644 --- a/spine-unity/Assets/spine-unity/SkeletonExtensions.cs +++ b/spine-unity/Assets/spine-unity/SkeletonExtensions.cs @@ -445,17 +445,17 @@ namespace Spine { // Fail loud when skeleton.data is null. Spine.Animation animation = skeleton.data.FindAnimation(animationName); if (animation == null) return; - animation.Apply(skeleton, 0, time, loop, null, 1f, MixPose.Setup, MixDirection.In); + animation.Apply(skeleton, 0, time, loop, null, 1f, MixBlend.Setup, MixDirection.In); } /// Pose a skeleton according to a given time in an animation. public static void PoseSkeleton (this Animation animation, Skeleton skeleton, float time, bool loop = false) { - animation.Apply(skeleton, 0, time, loop, null, 1f, MixPose.Setup, MixDirection.In); + animation.Apply(skeleton, 0, time, loop, null, 1f, MixBlend.Setup, MixDirection.In); } /// Resets Skeleton parts to Setup Pose according to a Spine.Animation's keyed items. public static void SetKeyedItemsToSetupPose (this Animation animation, Skeleton skeleton) { - animation.Apply(skeleton, 0, 0, false, null, 0, MixPose.Setup, MixDirection.Out); + animation.Apply(skeleton, 0, 0, false, null, 0, MixBlend.Setup, MixDirection.Out); }